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球体上を走る線
Line runnning of sphere.
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); int radius = 300; for (int line = 0; line < 120; line++) { auto base_location = glm::vec3(ofRandom(-radius, radius), (int)(ofRandom(-radius, radius) + ofGetFrameNum()) % (radius * 2) - radius, ofRandom(-radius, radius)); glm::vec3 prev_location; for (int i = 0; i < 30; i++) { auto location = base_location + glm::vec3(0, i, 0); location = glm::normalize(location) * radius; auto rotation_y = glm::rotate(glm::mat4(), ofMap((ofGetFrameNum() + i) % 100, 0, 100, -PI, PI), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; if (i != 0) { ofSetColor(255, ofMap(location.z, -radius, radius, 255, 0)); ofDrawLine(location, prev_location); } prev_location = location; } ofDrawSphere(prev_location, 3); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |